Road to 2.6 | Is the Icewind Dale 2.6.2.0 Patch Ready to Release?
JuliusBorisov
Member, Administrator, Moderator, Developer Posts: 22,753
Patch 2.6 is almost ready!
A new Steam Beta for Icewind Dale: Enhanced Edition is available now, and we need your feedback. Are we ready for the big release? Go on an adventure and share your thoughts!
TEST OBJECTIVE: Start questing! Is the patch good enough to release?
See Details on the 2.6.2.0 Beta Test:
The 2.6 Patch will also add new Text Localizations to Icewind Dale: Enhanced Edition.
Check out the list of languages below:
We won't move forward with a 2.6 Patch release until we hear feedback from enough Windows, Linux & macOS players for each Infinity Engine Title:
- Baldur's Gate: Enhanced Edition (New Beta Available!)
- Baldur's Gate: Siege of Dragonspear (New Beta Available!)
- Baldur's Gate II: Enhanced Edition (New Beta Available!)
- Icewind Dale: Enhanced Edition
*Note: We're focusing on Windows macOS & Linux now, but stay tuned for details on the 2.6 Patch for Android & iOS!
Join the Beta & Vote Below!
Testing Status:
10/10 Windows Players (Done!)
3/3 Linux Players (Done!)
3/3 macOS (Done!)
A new Steam Beta for Icewind Dale: Enhanced Edition is available now, and we need your feedback. Are we ready for the big release? Go on an adventure and share your thoughts!
TEST OBJECTIVE: Start questing! Is the patch good enough to release?
See Details on the 2.6.2.0 Beta Test:
Important:
- This is NOT the last update for IWD:EE
- 2.6 will not fix every issue— but we hope to improve the game in future updates
- Here's what we've focused on for this patch: 2.6 Patch Items
- System Requirements have changed:
Minimum: Windows 7, 8.1, 10 64-bit | OS X 10.9 | Ubuntu 18.04 or equivalent
- Please check your device meets the updated System Requirements before testing
- Make sure your device supports 64-bit games
How to Participate
How to opt-in & verify you're using the correct version
- This is NOT the last update for IWD:EE
- 2.6 will not fix every issue— but we hope to improve the game in future updates
- Here's what we've focused on for this patch: 2.6 Patch Items
- System Requirements have changed:
Minimum: Windows 7, 8.1, 10 64-bit | OS X 10.9 | Ubuntu 18.04 or equivalent
- Please check your device meets the updated System Requirements before testing
- Make sure your device supports 64-bit games
How to Participate
- Playthrough some quests & VOTE on the release
- Tell us about *new bugs (the beta shouldn't add any issues) - comment below!
- Tell us about major issues affecting saves, visuals, sound & quality - comment below!
How to opt-in & verify you're using the correct version
- Please make sure you're using a clean (unmodded) install. Clear your override folder before testing the beta build
- In your Steam Library, Right-Click Icewind Dale: Enhanced Edition and choose “Properties”
- Click on the Beta Tab
- Choose the road_to_2.6 in the drop down menu
- If you don't see the road_to_2.6 in the drop down menu, please restart Steam
- In-game, on the main menu, you will see that the build is 2.6.2.0
The 2.6 Patch will also add new Text Localizations to Icewind Dale: Enhanced Edition.
Check out the list of languages below:
New Text Localizations
- Brazilian Portuguese
- Chinese (Simplified)
We won't move forward with a 2.6 Patch release until we hear feedback from enough Windows, Linux & macOS players for each Infinity Engine Title:
- Baldur's Gate: Enhanced Edition (New Beta Available!)
- Baldur's Gate: Siege of Dragonspear (New Beta Available!)
- Baldur's Gate II: Enhanced Edition (New Beta Available!)
- Icewind Dale: Enhanced Edition
*Note: We're focusing on Windows macOS & Linux now, but stay tuned for details on the 2.6 Patch for Android & iOS!
Join the Beta & Vote Below!
Testing Status:
10/10 Windows Players (Done!)
3/3 Linux Players (Done!)
3/3 macOS (Done!)
- Road to 2.6 | Is the Icewind Dale 2.6.2.0 Patch Ready to Release?29 votes
- Windows | Yes, release the patch!58.62%
- macOS | Yes, release the patch!10.34%
- Linux | Yes, release the patch!13.79%
- No, it's not ready! (Please explain)17.24%
Post edited by JuliusBorisov on
7
This discussion has been closed.
Comments
Hello , I tested the beta and had an error on the second floor of Kresselack's Tomb , the game simply closes , can you check this ? ( English language ) , playing on windows steam version
I loved the update and the Portuguese localization
Yeah, we've already filed a bug report for this, thanks. As a workaround, opt out of the beta, load the save in 2.5, proceed to the second floor, roll back into the beta.
More importantly, I just had the two issues (where new saves are missing images and ScreenShots aren't saved) happen again, but this time on BG2EE and IWDEE (but NOT BGEE), all v2.6.2.0 and all launched through the Steam client. I have added this to the original support ticket.
I didn't know where to post it. I have a dump file if you need it. But I am in Australia so the time zone differences if you need to contact me.
All the previous instances of this were related to user Antivirus / Firewall settings, most likely something interfering with the game creating files in Documents - BG2 or IWD folder (since you don't have this problem with BG1).
Thanks, this is a known issue already.
Incidentally, while I don't have the 2.6 beta, the issue with Glitterdust applies across multiple games. In both BGEE and BG2EE (2.5), the blindness and invisibility revealing ignore magic resistance, while the visual effects don't. One instance of the "Blinded" string is blocked by MR, while a second isn't - and I really have to wonder why there are two of those strings.
Are any / all of these issues new in 2.6 or existed in 2.5?
Will flag them as [existed in v2.5] or [new in v2.6] as appropriate...
Also, I'll keep updating that post as I find new issues...
Please find the according Beamdog Service Desk ticket number within the brackets @JuliusBorisov.
1. [IDPTS-92] Quite some strings breach or touch borders.
2. [IDPTS-79] All priest of XXX classes show their special ability spells within the bottom special abilities bar except the priest of Tempus, which has it incorrectly placed in the spell book somehow (first level spells).
PS: It works perfectly within BG I.
3. [IDPTS-74] Within the story both Arundel and the chapter introduction declare the journey to Dragon's Eye as a day's journey but it then takes three days to go there.
4. [IDPTS-73] Unique people have their name displayed on the first encounter except for Sheemish who was somehow named "Captive Villager".
5. [IDPTS-76] Unique items only exist once (hence the name) except for Edventar's Gift who is owned by both Arundel and Orrick the Gray in Kuldahar.
6. [IDPTS-133] Some quests show the added journal entry before the group even chooses the according dialogue with the questgiver.
PS: The screenshot comes from BG I but it happens on some quests across all Infinity games.
7. [IDPTS-130] The concluding journal entry of the prologue quest "An ogre with a headache" is being displayed in the chapter 1 section instead of the prologue section.
8. [IDPTS-129] The slide controller "locator feedback" has two identical settings, which doesn't make any sense.
9. [IDPTS-93] One of the chests within Dragon's Eye (level 5 - top left room) displays with a dead body symbol instead of a chest symbol.
10. [IDPTS-128] One of the ogre's audio strings ("Me will smash your face.") is English and is still being used within other language versions.
11. [IDPTS-127] All potions have unique descriptions except for the potion of action transference, which incorrectly uses the general description of a flask.
12. [IDPTS-94] The highlighting of a specific container within Malavon's Dome is being displayed incorrectly.
13. [IDPTS-78] All spell strings are linked after a certain pattern except for five spells that have an incorrect string association (see ticket for exact spells).
14. [IDPTS-72] The german audio of Hrothgar HROTH_17 incorrectly plays two strings at the same time instead of one (see ticket for details).
15. [IDPTS-75] Three quests lack a journal entry (Conlan's son Sheemish, Oswald Fiddlebender's girdle improvement & Bandoth's request for razorvine extract).
And finally a small feature request:
16. [IDPTS-77] It would be great if identify scrolls would be usable even if placed in containers as they do work when placed in backpacks.
This is intentional to outsource the saving throw to 101+206. Opcode 333 self-terminates on a successful saving throw each time it hits if you specify a saving throw. Hopefully this will be fixed some day and we don't need to resort to workarounds.
This is a very interesting idea. I didn't know about this, thanks! We will consider it, though that means all games need to be adjusted the same way. Fireshield type spells have been outsourced to external .eff files in 2.6 so that the caster may refresh these spells before premature expiration.
Good catches! None of these effects should bypass MR and LTOUCH.spl's 215 shouldn't bypass any saving throw checks. Glitterdust MR inconsistency affects all 3 IE games.
Yeah, this is not really an issue... I simply wanted to say that using op318 or op206 + External EFF files is probably better/safer... You can use this trick to code a more customized version of the IWDEE Evasion Ability...
You might want to add this information here, since it seems to be missing...
Some other things I noticed:
Unfortunately, there are still issues regarding this whole topic. The main problem here is that there is only one "Sleep" opcode, namely op39, which is used for Sleep, Unconsciousness, Knockdown, Hopelessness, and Nausea(Poison).
This issue might be caused by opcode #135 being bugged when used with 'parameter2=0'... As far as I know, there are 2 possible workarounds: either use op135 with 'parameter2=1' or op53 with 'parameter2=0'. In both cases you need to remember to "transfer" Strength, Dexterity, Resistances, Base AC, Specific AC (Crush/Slash/Pierce/Missile), and Base APR from CRE file to the polymorph item.
In so doing, it is always available, and modders wishing to add other polymorph abilities can safely forget about adding it...
Moreover, you really might want to replace all those op112 removing polymorph "weapons" with a simple op111 ('timing = 1', 'resource = SW1H01', or any other existing weapon) followed by op112 ('timing = 1', 'resource = SW1H01', or any other existing weapon). In so doing, you don't need to "remember" to remove all polymorph "weapons" via op112...
This is another thing that should make its way into the game as soon as possible. If that were possible, you could attach abilities like SALAMANDER_BREATHE_FIREBALL – SPIN160.SPL to the polymorph weapon. In so doing, they will be removed as soon as the polymorph weapon is no longer equipped (either because of death or because you changed form/returned to natural form) and modders wishing to add other polymorph abilities can safely forget about removing them via op172... Moreover, modders could also add their own abilities without worrying about patching existing polymorph abilities that would otherwise be able to use them...
As an alternative, the Magical Weapon Slot should allow Item Abilities (`header_type = 3`).
As you surely know, 0 IS a legitimate roll. There are a LOT of files that need to be patched to take into account of this fact. For instance, let us consider Charm Person – SPWI104.SPL:
However, this is not the case ("DOBONE.ITM" lacks opcode #321...) Moreover, all effects should use `resist_dispel = 1` I think...
Can you repro the crash once more? Can you attach your save so that we could test it as well?
details as discussed here - https://forums.beamdog.com/discussion/76973/trackpad-scrolling-bug-on-vendor-buy-sell-windows-iwd-mac-10-14-6#latest
The fireshield suggestion you posted in the other thread works like a charm so it should be in the next build as well. No more "One of your spells has failed." text.
The rest of the suggestions are outside the scope of 2.6 but agree they would be good to have in an eventual later patch.
Last time I tried, when I added the "Return to Natural Form" ability to "FIST.itm" (and Monk fists), the game did not crash upon use...
Does the "impassable tiles" bug occur only when `Parameter2=0`? Or does it occur regardless of `Parameter2` value?
I forgot to mention a couple of other things:
As a result, you might want to change its `Weapon proficiency` (byte @ 0x31) to EXTRAPROFICIENCY20 (which should be an unused STAT...?) and of course alter its (global) op233 effect to set 5 stars in EXTRAPROFICIENCY20...
Please do NOT consider the idea of deleting op233 from "BLAKBLAD.itm" and add it to the spell "SPWI915.SPL".
In such a case, if you complete the Dual-class procedure while the spell is still active, the 5-star boost to PROFICIENCYLONGSWORD will be made permanent if you do not select PROFICIENCYLONGSWORD as one of your proficiencies for your new class!
As far as I know, no vanilla resource uses this Type with the `Increment` option... However, it might be used by some mods, so please investigate the cause of this issue...
Occours in both cases. I can reproduce it by: 1. Casting Polymorph Self 2. Polymorphing into a Wolf 3. Polymorphing into a Black Bear. The caster is then stuck in place and equipped item effects are lost.
That's an interesting issue. A bit of a niche but really appreciate the deep dive. It will most likely be up to a later patch to fix. Did make note of it on my to-do list.
Thanks, already fixed in the next internal build.
We have finished proofreading of original (vanilla) IWD content, fixing countless punctuation errors, grammar errors. We'd like to ask to export the current .dlg from Translation Tool for release build of patch 2.6, which includes all the changes we have made since the release of patch 2.5.